#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
out VS_OUT {
vec3 normal;
} vs_out;
uniform mat4 view;
uniform mat4 model;
void main()
{
mat3 normalMatrix = mat3(transpose(inverse(view * model)));
vs_out.normal = vec3(vec4(normalMatrix * aNormal, 0.0));
gl_Position = view * model * vec4(aPos, 1.0);
}